NEW YORK, May 28, 2015 /PRNewswire/ -- Overview:
The goal of Gamification is to maximum user brand/product
engagement through facilitation of entertainment in which the user
interacts with the brand in a fun/pleasurable manner. One of the
keys to success is to assess user behavioral patterns as a
precursor to deploying optimal game mechanics that that align user
likes, dislikes, expectations and behaviors. Optimal design is
based on research into extrinsic motivators, intrinsic values and
facilitation of long term engagement.
Gamification technologies and solutions can make virtually any
digital platform, device, or application more engaging for users,
allowing gamers to explore their own desires towards game mastery
and autonomy. From a business perspective, Gamification represents
a promising strategy for public and commercial brands to increase
customer activity, build loyalty, broaden reach and monetize
assets.
Gamification starts with the study of the human psyche and making
similar refection in gaming environment and finally takes the
advantage of humans' psychological predisposition. The technique
can encourage people to perform chores that they ordinarily
consider boring, such as completing surveys, shopping, filling out
tax forms, reading web sites, etc.
In terms of data analytics, predictive analysis looks towards how
end-users engage in gaming, providing insights into potential game
improvements as well as gaming aspects that are most
interesting/engaging wherein the brand can place its most important
messaging to the consumer. Available data from Gamified websites,
applications, and processes indicate potential improvements in
areas like user engagement, ROI, data quality, timeliness, or
learning.
This report evaluates the companies, solutions, strategies, and
market outlook for gamification. Mind Commerce projects
Gamification growth to reach $10.02
billion by 2020. All purchases of Mind Commerce reports
includes time with an expert analyst who will help you link key
findings in the report to the business issues you're addressing.
This needs to be used within three months of purchasing the
report.
Target Audience:
Mobile network operators
Content providers and intermediaries
Digital marketing agency or consultants
Internet and mobile based solution providers
Brands, advertisers, portals, and media companies
Mobile commerce application and service providers
Social gaming, mobile gaming and social commerce developers
System integrators, consultants, and professional service
providers
Gamification platform providers (equipment, software, and
services)
Read the full report:
http://www.reportlinker.com/p02691045-summary/view-report.html
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